This is an extremely fun, if somewhat morbid, group game. My group usually plays a game of this before seguing into an Apocalypse World one shot. A lot of times we'll use this before running a game of The Quite Year as well! All in all a fun little group game about brainstorming how the world dies and usually takes about an hour to play.

A rich and reusable resource not only for DayTrippers but for any player of old-school science fiction RPGs.

The advice for GMs contains some real gems – the advice for incorporating unconscious cues from players into the game as you’re playing is particularly great – and the random tables for generating planetary and environmental phenomena at the rear of the book are wonderful. You can roll your own set of random elements as soon as an approach has been mooted.

A well-founded and loving attempt to map the works of writers like Philip K Dick, Robert Anton Wilson and Hunter S Thompson into an old-school science fiction RPG.

The attachment of a fixed-future setting to an open-ended, single-shot setup for the missions may seem incongruous to some forms of modern RPG theory but it’s easy enough to elide aspects of one in favour of the other, according to personal taste. The game’s toolkit system – character classes and dice lay alongside a resolution system derived from Norwegian roleplaying games such as Archipelago and Itras By – suits improvisation on the part of a GM and freewheeling moments of inventiveness on the part of players.

Most impressive is the way in which we’re talking actual gonzo here (as in the marriage of terror and humour to produce an atmosphere of surreal conspiracy) as opposed to “gonzo” the way a lot of role-players use it, to mean all over the shop without a unifying theme. Well worth the investment.

TL;DR, everything you need but the postage stamp and the bicycle. This is a trippy game. It basically accomplishes what The Strange attempts to do, but better. Where The Strange and Numenera just try to be weird by saying that they're weird, DayTrippes actually brings game mechanics to support it. Character creation is simple and balanced, yet full of depth, fiction-wise. If I were ever to play a Futurama RPG, DayTrippers would be my system of choice.

Story control stays mainly with the GM, but players get a spotlight scene every session, which helps to create a more collaborative feeling. The conversion notes in the back are fantastic (specialty for the PbtA system).

Balancing your dept and Earth-side obligations with the "planet of the week" adventure system makes it easy to balance overarching story with random episodes.

The rules are short, and they don't contain any excess baggage.

I'd recommend this system to anyone looking to play something different.

This book is an essential part of the DayTrippers library. The generators are intuitive and help you get around any case of writer's block. As I've said with other DayTrippers books, it's usful for more than just the DayTrippers system. Use it to enhance (or even replace) your games of The Strange, Numenera, et al.

Thanks for your kind words, Jacob, I\'m glad you enjoyed the books. I have a lot of respect for Monte Cook, I really love his stuff, and our mechanic sensibilities are rather similar. Although there are major differences in setting and stance, I think \"The Strange\" is probably the closest thing on the market to \"DayTrippers\". Monte gives you a setting where the PCs represent a hegemonic interest, while I provide a more \"anarchic\" world in which the PCs are leaping out into intraspace chaotically, without any sense of government control or moral imperative. Ultimately the two games are shooting for different types of experiences - The Strange is an immersive campaign setting and DayTrippers is a surreal genre sim for one-shots - but I think you\'re right that they\'d work very well together!

Golden Age Adventures is a must-have if you plan on running Daytrippers, but it would also be handy in running games using The Strange, Numenera, and of the PbtA games or several others. The main focus is showing you how to plot an adventure. You get 16 stories from classic authors, including H. Beam Piper, Poul Anderson, Philip K. Dick, Jack Vance and Harry Harrison. Each of the stories gets a write-up to help you run adventures based on it.

Where the book shines even more is that it not only gives you premade adventures, but also the tools to plot out your own stories (in a very logical and easy-to-follow manner). The specific stories give you a feel for what the As If team was striving for when they created the game.

This is a fantastic addition to any gamelibrary. You can adapt its material to multiple genres and games (there are even conversion notes in the back!). As a matter of full disclosure, I received a comp copy of this book for the purposes of a review.

Even at 50 cents, I couldn't recommend this product. While this product contains generators for the bare bones geology and hydrology of a planet, that, in itself, isn't really anything unique, and there are simply too many other generators out there such as Stars Without Number which are free and still do more than this product does. In the end, this product seems to mostly offer a generator for the easy elements of a planet to come up with on the fly, leaving me wondering how exactly I could really fit this into my own games.

Sorry you feel that way, Steven. Can I offer you a coupon worth 50 cents off another As If product?
Allow me to address your points, while I\'m here. Certainly there are other Planet Generators. And \"Stars Without Number\" is an amazing piece of work. I love it. But I wanted the tables in my Generators to have chained effects (modifiers) upon each other. For instance: Planet Size affects Gravity, Gravity affects Atmosphere, etc etc. SWN didn\'t do that.
Is it tables about Lifeforms, Societies, Drama, etc, you\'re wanting to see? Good news: DayTrippers has all of those! But they are handled by separate Generators (some of which can only be found in the GameMasters Guide). This excerpt consists of just one of them (two, actually: Stars and Planets). But the DTGMG contains over 70 oracle tables arranged into 12 Generators. They are: Alternate Earth Generator, Drama Generator, Dream World Generator, Lifeform Generator, Location Generator, Mission Generator, Multiversal Chao Generator, Planet Generator, Society Generator, Star Generator, Time Travel Generator, and Tweak Generator.
When you say \"this product seems to mostly offer a generator for the easy elements of a planet to come up with on the fly\" - you\'re right! But sometimes the imagination gets tired, or one\'s ideas get repetitive. A generator (even a very simple one) can help \"stir things up\", especially when creating many planets at one sitting.

DayTrippers Planet Generator, is a section pulled from the DayTrippers GM Guide. DayTrippers is an RPG game by Tod Foley of As If Productions. I had not heard of this game, but this is one piece that many complain is not in the White Star framework. It is a nice piece to have if you don't have another ruleset to borrow from, or don't wish to create your own tables. It is a system agnostic method for generating star systems from the size and type of star, to the number and size of planets.

This six page document is 4 pages of tables for system generation and half a page of converting character abilities, skills, and difficulty levels to other systems. The first page being the cover and last half page being split between more information on Day Trippers and blank space.

It is reminiscent of what I recall from other science fiction games back in the day, most likely Traveller, but perhaps also Star Frontiers. At 50 cents, it is hard to say no to this.

If you need something to get your juices flowing with ideas so that every system is not the same, this can do the trick. If you don't want to invest in a complete rules system just for these tables, it is a great value.

This hit my funny spot. It might make for an excellent party game amongst drunk or possibly stoned gamers without ability to play anything complicated, although the scorekeeping system could prove problematic depending on the levels of impairment involved. Yes, a one-page game of silliness involving stuff pulled out of your pocket has a scoring system. I highly recommend this product for at least reading, even if it is never played.

Thank you for reviewing the game, Harry!
If your players are too inebriated to count Doozies, I would recommend videotaping their answers, because although they\'ll be hysterical, they probably won\'t remember them later. In addition, you may wish to use poker chips, pennies, or some other kind of tokens to represent points. This will also give them something to do with their hands. Their grubby, uncoordinated, twitchy little hands.